lost in science -- on the emergence of creative technology

A. Eliens 14/5/08 / 23/9/08


inspiration(s)


question(s)

  1. personal -- what makes life (more) beautiful?
  2. professional -- how can your discipline/expertise help/assist/ contribute in making (digital) life more beautiful?
  3. general -- what is the (greatest) risk of creative technology?

section(s)

  1. question(s) -- what is creative?
  2. challenge(s) -- engineering / CS
  3. approach/solution(s) -- response(s)
  4. model(s) -- analyze
  5. perspective(s) -- discuss
  6. issue(s) -- deal with/mention
  7. dialectic(s) -- literacy / creativity

slogan(s) -- creative technology / indeed, language is confusing

_ .. / ... / [] / social / process / change(s) / design(s) / space(s) / _ / .

innovation(s) / collaboration(s)

theme(s) / rule(s) / topic(s)

play / change(s) / human(s) / pattern(s) / experiment(s) / cycle(s)


media(s) / education(s) / color(s) / relationship(s) / pattern(s) / _ / .

twinkle(s) / difference(s)

being human is not simply a label.

... it is about a set of aspirations. Recognizing those aspirations and striving to realise them can make the world we live in one to celebrate rather than fear.



human(s) / experiment(s) / cycle(s)

game(s) -- meaning / C4(X) / engine(s) / space(s)

instruction / second life / climate / mashup(s) / panorama / _ / .

twinkle(s) / difference(s)

gaming is a waste of time / MW2008 / design / game(s) / ximpel

play / war(s) / dynamic(s) / challenge(s) / value(s) / theory


engineer(s) -- creative explorations of art, science & technology

who-am-i? / moral(s) / _ / .

Who can be interested any longer in that age-old idle talk about good and evil when it has been established that good and evil are not 'constants' at all, but 'functional values', so that the goodness of works depends on the historical circumstances, and the goodness of human beings on the psycho-technical skill with which their qualities are exploited? The world is simply ridiculous if one looks at it from the technical point of view. It is unpractical in all that concerns the relations between human beings, and in the highest degree uneconomical and inexact in its methods.

der man ohne ...? / play / engineer(s) / cycle(s)


slogan(s) -- room(s)

_ .. / engineer(s) / politic(s) / culture(s) / _ / .

twinkle(s) / difference(s)

As I leant against the wall the University indeed seemed a sanctuary in which are preserved rare types which would soon be obsolete if left to fight for existence on the pavement of the Strand.


Virginia Woolf: A Room of One's Own (1928, p. 9)

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


politic(s) -- for a co-creative world

design(s) / truth(s) / engineer(s) / room(s) / space(s) / _ / .

twinkle(s) / difference(s)

... we shook hands, my inability to remember that particular moment more precisely is disappointing: the handshake is the treshold act, the beginning of politics.


anonymous: primary colors -- a novel of politics

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


slogan(s) -- truth(s) / all truth passes through three stages / event(s)


_ .. / expression(s) / politic(s) / creativity / _ / .

identity / creativity

Arthur Schopenhauer

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


the new wave of Web 2.0 -- google(s) / mashup(s) / science(s)

IIPCREATE / interview(s) / _ / .


  yahoo -- developer.yahoo.com
      del.icio.us -- del.icio.us/help/api
          technorati -- www.technorati.com/developers
              flickr -- www.flickr.com/services
                  google -- code.google.com
                      ebay -- developer.ebay.com 
  

REACTIVE ==> CREATIVE!?


ICT challenge(s) [3/5]


concept(s)

model(s)

problem(s)

ICT challenge(s) [5/5]


application(s) -- creative industry

computer science(s)

creative technology -- target(s)


first thought(s) -- without thinking / inspiration(s)

inspiration(s) -- looking around / course(s)

card(s) -- reflect

Think before you ask! Write clearly and do not forget your name!

approach -- with subtext(s)

random thought(s) -- why always square screens?


  rhethorics 
    of    <--   personal challenge
  material
  

  everything else     computation
     is           -->
  subsidiary          interaction
  

item(s)/hazard(s) -- with subtext(s)

the creative process -- involvement & reflection


   peripheral
       --> unfocussed
       --> subliminal
                attention/awareness model(s)
  

model(s) of dissemination -- dialectic(s) of awareness

pathology


on the emergence of creative technology

this is where the subtext ends, and the exploration begins, with as the ultimate challenge, to realize a new discipline: creative technology

perspective(s) -- innovation as an expression of ignorance

medium is the message -- the aesthetics of our time

9/11 / performance(s) -- tube(s)


slogan(s) -- creative technology / starting from 1st year


_ .. / ... / [] / social / process / change(s) / design(s) / space(s) / _ / .

play / game(s) / project(s) / experiment(s) / cycle(s)

mechanism(s) -- educational element(s)

control(s) -- layered mentorship

slogan(s) -- do you want to make a difference

de Waag


open source


the world is changing -- inspiration(s) / twitter

  1. web2.0 (4): everything is becoming digital and virtual
  2. VU @ SL (7): even in 3D and Second Life
  3. climate @ VU (9): but there are serious problems
  4. computer (8): computer science is magic
  5. science (6): but it is not a science
  6. games (3): imagine no books but games
  7. (*) do you want to make a difference
  8. what, why, how (5): people keep asking me questions

slogan(s) -- metaphor(s) / towards a new curriculum

... / ground(s) / picnic(s) / network(s) / _ / .

/ knowledge is a (creative)? process / cycle(s)

slogan(s) -- creative technology

_ .. / ... / [] / social / process / change(s) / design(s) / space(s) / _ / .

identity / creativity

expressive processing

play / game(s) / lyric(s) / network(s) / design(s) / cycle(s)

creative technology -- an integrative curriculum

question(s) / format(s)



   CS -- computer science
   NM -- new media
   ST -- smart technology
   MA -- mathematics
   DE -- design
  
   CA -- creative applications
  

slogan(s) -- fun application(s) / de wereld gaat aan vlijt ten onder / time

_ .. / ... / [] / social / process / change(s) / design(s) / space(s) / _ / .

innovation(s) / collaboration(s)

UTwente/EWI doctrine(s)

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


slogan(s) -- challenge(s) / interactive entertainment

_ .. / ... / [] / social / process / change(s) / design(s) / space(s) / _ / .

identity / creativity

facets of fun

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


slogan(s) -- media art(s) / computer augmented artefact(s)

_ .. / ... / [] / social / process / change(s) / design(s) / space(s) / _ / .

twinkle(s) / difference(s)



shift of paradigm(s) / reading(s)

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


slogan(s) -- shift of paradigm(s) / innovation by re-creation(s)

_ .. / ... / [] / social / process / change(s) / design(s) / space(s) / _ / .

innovation(s) / collaboration(s)

course(s) / twente(s) / science(s)

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


slogan(s) -- application(s) / my first creative technology application(s)

_ .. / ... / [] / social / process / change(s) / design(s) / space(s) / _ / .

innovation(s) / collaboration(s)

to enable reading ...

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


slogan(s) -- dilemma(s) / how to teach attitude(s) & creativity

_ .. / ... / [] / social / process / change(s) / design(s) / space(s) / _ / .

  1. implicit -- confusion is the origin of (all) creativity -- there is no theory / creativity killers / hacking the human / spark(s) / pattern(s)
  2. explicit -- (amateur) course(s) on creativity, philosophy, psychology -- computational art / new media / meaning / planning / workshop(s)
  3. by example(s) -- invite artist(s) & pioneer(s) -- teaching creativity / project(s) / dead media / tube(s)
  4. design case(s) -- facets of fun -- on the design of computer augmented entertainment artefacts [offline!?] -- a long read, indeed!
  5. target(s) -- generation Y / rip it / creative thinking / loser(s) / leader(s) / vision(s) / definition(s)

slogan(s) -- question(s) / awareness 2.0

research / question(s) / change(s) / space(s) / _ / .

Theoretician, artist, do you intend to embellish the existing conditions with the ornament of your abstractions and to give theory or art an appearance of depth at variance with the truth, or do you intend to make (y)our thinking an instrument for the reshaping of these conditions?

I. Svitak -- Man and his world / cycle(s)

slogan(s) -- known(s) / ignorance 2.0

creativity / ... / vision(s) / science / quality / _ / .

innovation(s) / collaboration(s)

... in science only one thing is more wonderful than how much we know, and that is how much we do not know.

I. Svitak -- Man and his world / quest(s)

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


culturalization -- in the context of information technology


_ .. / research / question(s) / artist(s) / _ / .

... culturalization within the broader context of information technology (IT) can also be read as a moment of anticipation, a tactical sidetrack in response to the long-term decline of the engineering class in the West. The hegemonic role of computer scientists as inventors can easily been understood, but wasn't going to last forever. Different fields of knowledge, from human computer interaction to usability and new media studies, have ll in their own ways proclaimed the coming of the cultural turn.

MyCreativity: A critique of Creative Industries

designer vs developer -- culture(s) / question(s)


_ .. / practice(s) / change(s) / vision(s) / _ / .

identity / creativity

... no, at the personal level, you should accept no less than the title of artist and aspire to earn the right to carry the title. And earning this right is influenced not so much by your accomplishments as by your approach: a relentless pursuit of perfection, where the journey is the destination.

www.bit-101.com / from: as3 animation -- making things move

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


creative technology -- ethic(s)

value(s) / socio-digital landscape(s) / _ / .


     ethically informed
                    morally inclined
  
divina comedia
www.nmc.org

aesthetic(s) -- new media

skill(s) / truth(s) / beauty / miracle(s) / place(s) / screen(s) / _ / .

twinkle(s) / difference(s)

the skin is the deepest part of man.


Paul Valery / color(s)

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


engineer(s) -- create technology?

_ .. / create / common(s) / art(s) / _ / .

twinkle(s) / difference(s)

the 20th century is the century of engineers ...



Der Man ohne Eigenschaften / human(s) / scenario(s)

skin(s) / project(s) / room(s) / problem(s) / screen(s) / cycle(s)


game(s) -- active learning / rethoric(s)

_ .. / create / common(s) / art(s) / _ / .

identity / creativity

situated cognition in a semiotic domain
experiment(s) / critical learning

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


answers(s) -- message 2.0

_ .. / create / common(s) / art(s) / _ / .



in our digital age the message determines the selection of the medium

Æ


space(s) / dream(s) / vision(s) / _ / .



we will watch



brother(s) / experiment(s) / screen(s) / experience(s)


...


game play, model-based simulation, exploration


_ .. / create / common(s) / art(s) / _ / .

game elements / XIMPEL

structure(s) -- creative explorations of art, science & technology

who-am-i?
  1. disciplinary courses -- traditional approach, with regular courses and assignments
  2. project-based work -- lectures to support active exploration of topics by students
  3. creative applications -- challenges, to produce viable solutions for real world applications

game(s) -- meaning / C4(X) / engine(s) / space(s)

instruction / second life / climate / mashup(s) / panorama / _ / .

twinkle(s) / difference(s)

gaming is a waste of time / MW2008 / design / game(s) / ximpel

play / war(s) / dynamic(s) / challenge(s) / value(s) / theory


slogan(s) -- creative problem(s) / compute / media / smart / math / design

_ .. / ... / [] / social / process / change(s) / design(s) / space(s) / _ / .

twinkle(s) / difference(s)


  problem solving
  
          problem finding
  
                  problem creation
  

educational goal(s)

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


slogan(s) -- creative application(s): format(s) / target(s)

_ .. / rethoric(s) / place(s) / _ / .


                   We Create Identity
          Living and Working Tomorrow
        Have Fun and Play!
     Ambient Screen(s)
  Hybrid World(s)
  
what are (y)our dreams?

resource(s) -- creative technology